/usr/share/minecraft-server/lib/minecraft-server.jar is the one you're after. You can edit this directly but if you want to keep vanilla around as well, it's a bit trickier. The easiest thing to do would probably be to create a copy of the minecraft-server ebuild under another name and then create a symlink with the same name to /etc/init.d/minecraft-server.

Last edited by Chewi on Wed Mar 07, 2012 10:25 pm; edited 2 times in total

Thanks for the direction. However, I did need to make a straight up copy of the init script and change the default name to get them to work as init scripts. Just as an FYI to anyone else who cares to try this out.

[Granted I could have balls something else up along the way but it seems to be working right now.]

I needed a distraction just before the interview and I was in a good mood afterwards so I updated CraftBukkit to the new beta. Unfortunately it seems some of the major plugins are still catching up. By the way, you can ignore the "custom build" warning. It's trying to check for updates but obviously that doesn't apply to us.

Java doesn't normally run on hardened so it needs some special overrides that get enabled automatically by Portage. Minecraft will therefore probably run just the same.

To start CraftBukkit as a regular user, just issue the command craftbukkit and the server console will appear. If you want to run it as a service then do /etc/init.d/craftbukkit start followed by /etc/init.d/craftbukkit console (or minecraft-server-console) to access the console.

CraftBukkit for 1.2.4 is only available as a development release at the moment. I recommend waiting for the beta release. We compile CraftBukkit from source so dropping the precompiled jar into /usr/share/craftbukkit/libs may have odd results or may not work at all.

Now updated to 1.2.5 for official and Bukkit. Sorry for the long delay this time, my life has turned upside down. The job interviews I've been having were for Google, among others. All the Google interviews went well but I've decided to take a different job elsewhere for family reasons. Now we're talking about moving house. Craziness!

Well, here is the script I have been working on to insert mods into the minecraft.jar file. Sorry it has taken longer than even I expect to post, but my job search has taken up alot of my time as of late. I have not completely decided on how to go about the restore process as of yet. However, when mods are inserted a backup of the current jar file is made along with a backup of the file being replaced is made. It has been tested with rar and zip archives since they seem to be the most previlant. If you find any problems, or have any suggestions, let me know via this forum or by email. The only hangup that I currently see is when the mod archive has spaces within the filename, which I rename the file. Everything else seems to work fine and has been tested. Enjoy.

Other things I want the script to handle. (No particular order) So, if you have any ideas shot them to me.
1. Multiple mods per run
2. Know that ModLoader has been inserted so it doesn't continue to ask * I may just change this so that ModLoader is treated like any other mod
3. A useful restore process
4. Better handling of mod filename

Code:

#!/bin/bash

# Created 2 Mar 2012

# This script inserts MODs into the minecraft.jar file and maintains backups of the replaced files

I'm using the minecraft vanilla with the industrialcraft, buildcraft and computercraft mods ( these really change the game and they make it more challenging! ) so i have to use also the mcforge and the modloadermp mods.

The problem is that the computers and the turtles ( the little robot in computercraft ) switch off as soon everyone left the server or the chunk, so i need to use the craftbukkit server instead of the vanilla one to make the chunk where the turtle is impossible to unload.

The problem is that i can't use any mods with chewi's craftbukkit... ( i think i mistake some step ).

i've opened the craftbukkit.jar ( located in /usr/share/craftbukkit/lib/craftbukkit.jar ) and added the bukkit version of the mods ( inside it as i read on a guide ) but it doesn't works... the server loads perfectly but no mod is loaded!

Hi,
i solved this problem using the mcpc server version of craftbukkit ( a version with a lot of optimization on ram and cpu use that include the ModloaderMP and Minecraft Forge patches ).
I've changed the craftbukkit start file ( in /usr/games/bin ) and the server start without problem ( it is the 1.2.5 version of minecraft and the updating is very fast! ).

Chewi, instead of using the normal craftbukkit version, why you don't use the mcpc one?

If someone want i can post the init script ( but it is the same of minecraft-server ) and the bin file.

There's more than one minecraft component. Also more than one ebuild being discussed in this thread.
"We're" talking quite a bit about the server, also, or even the bukkit server, which is what the other ebuilds install.

I recently noticed that my minecraft build used icedtea-bin-6, does it build alright using icedtea-bin-7? The main reason I ask is because it is a tad choppy and I originally suspected the video drivers and just wondered if it made a difference.

The only reason I noticed is that I just built another package that required icedtea-bin-7 to compile and I suspect that it will need it to run as well.